U.S. patent number 5,947,868 [Application Number 09/104,917] was granted by the patent office on 1999-09-07 for system and method for improving fitness equipment and exercise.
Invention is credited to Brian M. Dugan.
United States Patent |
5,947,868 |
Dugan |
September 7, 1999 |
System and method for improving fitness equipment and exercise
Abstract
A method and apparatus for exercise equipment and exercise is
provided. One or more exercise monitors are attached to a piece of
exercise equipment and/or an exerciser. During exercise, each
exercise monitor measures a performance level of the exerciser and
outputs a performance level signal to a video game player. The
video game player monitors the performance level signal and
controls the performance level of a video game character based on
the performance level of the exerciser. Many exerciser performance
levels may be monitor such as pulse rate, exercise rate, distance
traveled, time exercised, etc. and can be used to control such
video game character performance levels as speed, striking force,
energy level, lifetime, game level, etc. The video game player
preferably comprises a hand-held video game player.
Inventors: |
Dugan; Brian M. (Tarrytown,
NY) |
Family
ID: |
21969168 |
Appl.
No.: |
09/104,917 |
Filed: |
June 25, 1998 |
Current U.S.
Class: |
482/4; 434/1;
434/247 |
Current CPC
Class: |
A63F
13/005 (20130101); A63F 13/67 (20140902); A63B
71/0622 (20130101); A63F 13/10 (20130101); A63F
13/211 (20140902); A63B 22/0056 (20130101); A63F
2300/1062 (20130101); A63B 2022/0652 (20130101); A63F
13/92 (20140902); A63F 2300/8017 (20130101); A63F
13/235 (20140902); A63F 2300/204 (20130101); A63F
2300/535 (20130101); A63B 22/0076 (20130101); A63F
2300/1012 (20130101); A63F 2300/50 (20130101); A63B
22/0605 (20130101); A63B 2024/0096 (20130101); A63B
2071/0641 (20130101); A63F 2300/65 (20130101) |
Current International
Class: |
A63B
21/00 (20060101); A63B 22/06 (20060101); A63B
24/00 (20060101); A61B 005/04 () |
Field of
Search: |
;482/1-9,51-54,900-902
;434/247 |
References Cited
[Referenced By]
U.S. Patent Documents
Primary Examiner: Richman; Glenn E
Attorney, Agent or Firm: Dugan & Dugan
Parent Case Text
This application claims priority from United States provisional
application Ser. No. 60/051,074, filed Jun. 27, 1997.
Claims
The invention claimed is:
1. A method of exercise comprising:
providing a monitor for determining a level of exercise performance
performed by an exerciser and for outputting a signal
representative of the performance level;
using the monitor to measure a level of exercise performance
performed by an exerciser;
outputting from the monitor a signal representative of the
performance level;
providing a video game on a hand-held video game system, the video
game having a character, the video game inputting and being
responsive to the performance level signal output by the monitor,
the video game using the performance level signal to control a
performance level of the video game character; and
controlling a performance level of the video game character based
on the performance level signal output by the monitor.
2. The method of claim 1 wherein providing a monitor comprises
providing a pulse monitor.
3. The method of claim 1 wherein providing a monitor comprises
providing a monitor selected from the group consisting of a
distance monitor, a rate monitor and a time monitor.
4. The method of claim 1 wherein providing a monitor comprises
providing an accelerometer.
5. The method of claim 1 wherein providing a video game comprises
providing a computer system loaded with a video game.
6. The method of claim 1 wherein outputting from the monitor
comprises outputting from the monitor via a cable a signal
representative of the performance level.
7. The method of claim 1 wherein outputting from the monitor
comprises outputting from the monitor via wireless transmission a
signal representative of the performance level.
8. The method of claim 1 wherein controlling a performance level of
the video game character based on the performance level signal
output by the monitor comprises controlling the energy level of the
video game character based on the performance level signal output
by the monitor.
9. The method of claim 1 wherein controlling a performance level of
the video game character based on the performance level signal
output by the monitor comprises controlling the lifetime of the
video game character.
10. The method of claim 1 wherein controlling a performance level
of the video game character based on the performance level signal
output by the monitor comprises controlling the striking force of
the video game character.
11. The method of claim 1 wherein controlling a performance level
of the video game character based on the performance level signal
output by the monitor comprises controlling the accuracy of the
video game character.
12. The method of claim 1 wherein controlling a performance level
of the video game character based on the performance level signal
output by the monitor comprises controlling the game level of the
video game character.
13. The method of claim 1 further comprising:
providing an additional monitor for monitoring the performance
level of an additional exerciser;
outputting from the additional monitor a signal representative of
the performance level of the additional exerciser; and
controlling the performance level of an additional video game
character within the video game based on the performance level
signal output from the additional monitor.
14. An apparatus for use during exercising comprising:
a monitor for determining a level of exercise performance performed
by an exerciser and for outputting a signal representative of the
performance level;
a hand-held video game player coupled to the monitor; and
a video game for use with the hand-held video game player, the
video game having a character, the video game configured to input
the performance level signal output from the monitor and to use the
performance level signal to control a performance level of the
video game character.
15. The apparatus of claim 14 wherein the monitor comprises a pulse
monitor.
16. The apparatus of claim 14 wherein the monitor comprises a
monitor selected from the group consisting of a distance monitor, a
rate monitor and a time monitor.
17. The apparatus of claim 14 wherein the monitor comprises an
accelerometer.
18. The apparatus of claim 14 wherein the video game player
comprises a computer system.
19. The apparatus of claim 14 further comprising a wireless
transmitter for transmitting the performance level signal from the
monitor to the video game player.
20. The apparatus of claim 14 wherein the video game comprises an
action-adventure game.
21. The apparatus of claim 14 wherein the video game comprises a
sports game.
Description
FIELD OF THE INVENTION
The present invention relates to exercise equipment and fitness
activities, and more particularly to a system and method for
improving fitness equipment and exercise.
BACKGROUND OF THE INVENTION
A fitness craze has recently swept the United States and many other
countries. From fat-free potato chips to treadmills, people around
the world have become obsessed with weight loss and healthy living.
Accordingly, record numbers of new fitness products/exercise
equipment have emerged to meet this obsession (including stair
climbers, treadmills, recumbent bicycles, ski machines, and the
like).
Many pieces of exercise equipment, when used regularly, are very
useful for weight loss, for improving cardiovascular stamina, and
for strengthening various muscles. However, most exercise equipment
suffers from a major drawback: the equipment is boring to use
because of its inability to successfully encourage a user (e.g., an
exerciser) to continue exercising. As a result, most purchasers of
exercise equipment stop using the equipment shortly after
purchasing it.
A need therefore exists for a system and a method for making both
existing and new exercise equipment more enjoyable by successfully
stimulating and encouraging an exerciser to continue exercising.
Such a system and a method will significantly improve both existing
and new exercise equipment, as well as exercise itself (e.g., by
making it more enjoyable).
It is therefore an object of the present invention to provide a
system and a method for making existing or new exercise equipment
more stimulating to an exerciser, thereby improving exercise.
SUMMARY OF THE INVENTION
These and other objects of the invention are accomplished in
accordance with the principles of the invention by providing a
system and a method for improving both new and existing exercise
equipment and exercise.
Exercise equipment and/or exercise is modified by placing an
exercise monitor (e.g., a pulse monitor, a distance meter, a rate
monitor, a time monitor, a calorie meter, a strain gauge, an
accelerometer and/or any other sensor for measuring the physical
activity/performance level of an exerciser) on the equipment and/or
the exerciser. The exercise monitor outputs a signal representative
of the performance level of an exerciser using the exercise
equipment (e.g., pulse rate, distance traveled, time exercised,
rate of exercise, etc.). The performance level signal then is fed
to a video game player wirelessly or via a cable. The video game
player may be a desk-top computer, or preferably comprises a
hand-held video game player such as a GameBoy.TM. marketed by
Nintendo.
To stimulate the exerciser, the output from the exercise monitor is
used by the video game player in an interactive fashion. For
example, the output from the exercise monitor may be used to
control a parameter within a video game that runs on the video game
player, such as a video game character's performance level (e.g.,
lifetime, energy level, striking force, accuracy, speed or the
like). Similarly, a video game character may be precluded from
reaching a higher level in a game unless the exerciser pedals fast
enough, runs far enough, exercises long enough, has a high (or low)
enough pulse rate or reaches some other performance level. Multiple
performance levels of an exerciser may be monitored and used to
control multiple performance levels of a video game character
(e.g., pulse rate of the exerciser dictates energy level or
lifetime of a video game character, exercise rate controls the
speed of or the striking force of the video character, and length
of exercise controls game level).
Other objects, features and advantages of the present invention
will become more fully apparent from the following detailed
description of the preferred embodiments, the appended claims and
the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is a schematic view of an exercise system for exercising in
accordance with a first embodiment of the present invention;
and
FIG. 2 is a schematic view of an exercise system for exercising in
accordance with a second embodiment of the present invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
FIG. 1 is a schematic view of an exercise system 10 configured in
accordance with a first embodiment of the present invention. With
reference to FIG. 1, the exercise system 10 comprises an exercise
monitor 11 connected to a recumbent bicycle 13, and a computer 15
coupled to an output 11' of the exercise monitor 11 via a cable 17.
Any other piece of exercise equipment may be similarly employed
(e.g., a stair climber, a stationary bicycle, a rowing machine,
etc.).
The exercise monitor 11 is configured to measure the pedal rate of
an exerciser 19 riding the recumbent bicycle 13, and to output an
approximately real-time measure of pedal rate via the output 11'.
Other or additional exerciser performance levels (e.g., a measure
of the length, intensity or some other characteristic of the
exercise activity) may be monitored and output by monitor 11 or by
other monitors. The pedal rate output by the monitor 11 is
monitored by the computer 15 while the computer 15 runs a video
game such as a martial arts video game (represented in FIG. 1 by a
martial arts character 21 on a computer screen 23 coupled to the
computer 15).
The exerciser 19 is shown holding a joystick 25 for controlling the
kicking, punching and other movements of the martial arts character
21 on the computer screen 23. The joystick 25 may be directed
connected to the computer 15 or coupled to the computer 15 via the
monitor 11 as shown in FIG. 1. The joystick/computer connection
also may be wireless.
In operation, as the exerciser 19 pedals the recumbent bicycle 13,
the monitor 11 measures and outputs (via the output 11') a signal
representative of the pedal rate of the exerciser 19. The pedal
rate signal output by the monitor 11 is monitored by the computer
15 and is used to control the energy level (e.g., the strength and
durability) of the martial arts character 21. Accordingly, the
harder the exerciser 19 pedals the bicycle 13, the higher the
energy level of the martial arts character 21, and the less likely
the martial arts character 21 is to perish from an attack by an
opponent martial arts character 27. By exercising harder, the
exerciser 19 can therefore score higher or otherwise perform better
at the video game.
Many different performance levels of the exerciser 19 can be
monitored and used to control a video game character's performance
levels (e.g., how the character behaves, reacts, etc.). Table 1
contains a representative list of exerciser performance levels that
may be monitored as the exerciser 19 exercises on the recumbent
bicycle 13 or on some other piece of exercise equipment, and
possible video character performance levels that can be controlled
for each monitored exerciser performance level. Table 1 is not
intended as a limitation on monitorable performance levels and is
merely exemplary.
TABLE 1 ______________________________________ MONITORED EXERCISER
VIDEO GAME CHARACTER PER- PERFORMANCE LEVEL FORMANCE LEVEL
CONTROLLED ______________________________________ pedaling rate
speed, striking force stepping rate speed, striking force rowing
rate speed, striking force running rate speed, striking force pulse
rate speed, energy level, accuracy striking force striking force
swing velocity swing velocity distance traveled game level time
exercised game level ______________________________________
Accordingly, exercise equipment, such as the recumbent bicycle 13,
and/or exercise is modified by placing an exercise monitor 11
(e.g., a pulse monitor, a distance meter, a rate monitor, a time
monitor, a calorie meter, a strain gauge, an accelerometer and/or
any other sensor for measuring the physical activity/performance
level of an exerciser) on the equipment and/or the exerciser 19.
The exercise monitor 11 outputs a signal representative of the
performance level of the exerciser 19 (e.g., pulse rate, distance
traveled, time exercised, rate of exercise, etc.) to a video game
player (e.g., a computer 15) wirelessly or via a cable. The video
game player may be a desk top computer, or preferably comprises a
hand-held video game player such as a GameBoy.TM. (as described
with reference to FIG. 2).
To stimulate the exerciser 19, the output from the exercise monitor
11 is used to control a parameter within a video game, such as a
video game character 21's lifetime, energy level, striking force,
accuracy, speed or the like. Similarly, a video game character 21
may be precluded from reaching a higher level in a game unless the
exerciser 19 pedals fast enough, exercises long enough, has a high
(or low) enough pulse rate or reaches some other performance level.
Multiple performance level measurements of the exerciser 19 may be
monitored and used to control multiple performance levels of the
video game character 21 (e.g., pulse rate of the exerciser 19
dictates energy level/lifetime of the video game character 21,
exercise rate controls the speed of or the striking force of the
video game character 21, and duration/distance of exercise controls
game level).
Examples of suitable video games include action-adventure games
(e.g., military games, dungeon games, murder-mystery games, etc.),
martial arts games, sports games (e.g., hiking, swimming, baseball,
basketball, tennis, etc.), and other similar games. For instance,
during a video baseball game, the force with which a batter strikes
a baseball or the speed with which a player runs around a base may
be controlled by the speed with which an exerciser pedals, climbs
stairs, rows, etc. Similarly, the speed with which a football
player rushes or passes, the power with which a boxer punches or a
martial artist kicks, or the height to which a basketball player
jumps may be similarly controlled. The "energy level" (e.g., a
measure of how long a character can survive an event, attack, etc.)
or lifetime of a character can be similarly controlled, or
controlled by the pulse rate or other cardiovascular indicator of
the exerciser. The key is to make the exerciser exercise harder or
longer in order to continue the game or do better in the game.
Accordingly, the exerciser is stimulated to work harder in exchange
for some immediate success or gratification (e.g., doing better in
the game). Preferably, game score/performance will increase with an
increasing level of physical fitness (e.g., reduced pulse rate for
a given exercise routine, harder workouts, etc.).
If desired, the video game player may analyze the data from the
exercise monitor and compile statistics on the exerciser's
performance. A database can be maintained for each new exerciser
and updated after each exercise session so that progress charts and
other statistics can be generated for each exerciser. If desired,
other relevant data such as a exerciser's weight, body fat, and the
like also may be stored and used to assess progress.
FIG. 2 is a schematic view of an exercise system 30 configured in
accordance with a second embodiment of the present invention. With
reference to FIG. 2, the exercise system 30 comprises an exercise
monitor 31a connected to a recumbent bicycle 33, and a hand-held
video game player 35 (such as a GameBoy.TM. marketed by Nintendo)
coupled to an output 31a' of the exercise monitor 31a via a first
cable 37a.
The exercise monitor 31a is configured to measure the pedal rate of
an exerciser 39 riding the recumbent bicycle 33, and to output an
approximately real-time measure of pedal rate via the output 31a'.
In addition to the exercise monitor 31a, an exercise monitor 31b is
shown connected to the exerciser 39 and to the hand-held video game
player 35 via a second cable 37b. The exercise monitor 31b is
configured to measure the pulse rate of the exerciser 39. The pedal
rate output by the monitor 31a and the pulse rate of the exerciser
39 output by the monitor 31b are monitored by the hand-held video
game player 35 while the hand-held video game player 35 runs a
video game such as a martial arts video game (represented in FIG. 2
by a martial arts character 41). The exerciser 39 is shown holding
the hand-held video game player 35 and can control the kicking,
punching and other movements of the martial arts character 41 via
buttons 43 on the front of the hand-held video game player 35.
In operation, as the exerciser 39 pedals the recumbent bicycle 33,
the monitor 31a measures and outputs a signal representative of the
pedal rate of the exerciser 39, and the monitor 31b measures and
outputs a signal representative of the pulse rate of the exerciser
39. The pedal rate signal output by the monitor 31a is monitored by
the hand-held video game player 35 and is used to control the
striking force of the martial arts character 41. The pulse rate
signal output by the monitor 31b is monitored by the hand-held
video game player 35 and is used to control the energy level of the
martial arts character 41. Accordingly, the harder the exerciser 39
pedals the bicycle 33, the harder the martial arts character 41 can
strike an opponent. However, the higher the pulse rate of the
exerciser 39, the lower the energy level of the martial arts
character 41, making the martial arts character 41 more susceptible
to attack. By using the monitored performance levels of the
exerciser 39 in this manner, to obtain higher and higher game
scores, the exerciser 39 must become more and more cardiovascularly
fit so that the exerciser 39 can pedal faster while maintaining a
lower pulse rate. Cardiovascular fitness becomes a desirable goal
of the exerciser 39 because such fitness yields immediate
gratification (e.g., a higher game score).
The foregoing description discloses only the preferred embodiments
of the invention, modifications of the above disclosed apparatus
and method which fall within the scope of the invention will be
readily apparent to those of ordinary skill in the art. For
instance, any number of performance levels of an exerciser may be
monitored and used to control any number of performance levels of a
video game character, and the various monitors described herein may
communicate with the video game player wirelessly. As well,
conditions within a video game may be output by the video game
player and used to increase/decrease the difficulty of exercise, or
otherwise affect exercise, if so desired. Further, old video games
may be modified for use with the present invention, or new video
games may be developed.
Additionally, while the present invention has been described with
reference to a single exerciser, it will be understood that the
invention is equally applicable to multiple exerciser situations.
For instance, different video game characters within the same video
game may be controlled by different exercisers. That is, the
performance level(s) of a first exerciser may control the
performance level(s) of a first video game character, while the
performance level(s) of a second exerciser may control the
performance level(s) of a second video game character contained
within the same video game as the first video game character. In
this manner, the exerciser who exercises harder will have a gaming
advantage over the other exerciser. Such multi-exerciser
applications may be performed locally (e.g., all exercisers in the
same room) or remotely (e.g., at least one exerciser in a different
location who communicates remotely, such as over the INTERNET or
the WORLD WIDE WEB).
Accordingly, while the present invention has been disclosed in
connection with the preferred embodiments thereof, it should be
understood that other embodiments may fall within the spirit and
scope of the invention, as defined by the following claims.
* * * * *